Administrator reports: y_bows Arrow spam via rapidfir ... #6055
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Reference: your-land/bugtracker#6055
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Administrator reports a bug:
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why is this a bug? what's the expected behavior? currently, if you don't wait until your bow is charged, your arrows won't go very far at all, and you'll just end up wasting arrows.
Maybe there should be a minimal cooldown (like 0.2 sec or something)
I remember messing around during the y-bows testing period on the test server, and i found that machine-gunning bows was possible but just wasteful (does no damage)
In addition you didn't need to shoot just downwards anyways
The issue is that when you stand on a pillar and have a crowd of scouts below, this rapidfire delivers a lot more damage without the need to draw the bow. Either a minimum drawn bow or very much reduced damage?
There is already reduced damage when the bow isn't fully drawn.
thinking on this, i realize i made a mistake - damage should be proportional to kinetic energy, i.e.
(m)v^2
. it's currently proportional to just(m)v
. lets fix that first and see if it still lets a player drop a bunch of arrows onto mobs and cause significant damage. it done right, slow arrows should do almost no damage. drag also prevents the arrows from achieving a high velocity due to "terminal velocity" - currently drag in air has a terminal velocity below the standard initial velocity.i've enforced a 0.25s cooldown between firing arrows:
5c543c5719
- which is the draw time of the wooden slingshot, so it can't reasonably be made lower without taking that into account.i also made damage scale to v^2
c797bb292e
QA
0.25s still sounds like a lot of arrows in very little time. Maybe either the weapon or the the ammo or both should decide on the minimum loading time or maybe could modify a global timeout?
let's start from the other end: what sounds like a good timeout? given the
O(v^2)
damage scaling, and the fact that draw time is proportional to initial velocity, firing a bunch of arrows quickly isn't going to give you as good damage-per-second (DPS) as waiting until the bow is fully drawn.if anything, the weapon should do this, not the ammo. weapons already have individual "draw_time" values - how long you have to hold the weapon in your hand for you to fully power up the projectile. draw times are currently:
the initial speed multiplier means that e.g. the wooden slingshot shoots projectiles at 70% of the speed of the steel one - which translates to 50% of the damage when both are fully drawn. the steel bow probably needs to be nerfed to 1.0 or 1.05, i just haven't gotten around to that yet.
Are the
initial speed multiplier
in blocks per second?If those are abstract values, but people or modmakers are meant to interact with them, I suggest using "ingame" (I was about to say "real world" :D ) values that relate to something in people's perception
I don't like mentioning this, because it will make stuff even more complicated, but...
There should be a way to affect those values depending on character class, XP level and possibly some other conditions like spells/potion effects?
What sounds like a good timeout depends on what we are trying to achieve.
The generic approach would be to require 25% to 50% of the maximum charge time.
The game-y approach would be to look at the effect of the arrow or the weapon or both.
If we go for realism, then we need values both on the missile and the weapon. It takes way longer time to load a fire arrow than a normal arrow and it takes way longer to draw out a stronger bow than a weaker one.
it's currently displayed that way (in "nodes/second"):
good idea, i should provide an API for that, using some item_monoids similar to my toolcap_monoids mod. possibly not for release 1.0, though, we won't be using it for a while.
i'm not so sure this would be true of a minetest fire arrow, which comes pre-packaged with a torch. drawing the bow otherwise isn't different for any other kind of arrow.
let's just go with 50% for the moment and see how that feels.
55a2f902bb
QA
Feels way better now :)
this is live